January 16, 2017 at 3:53pm

Queues and building

I had a nice talk with Phil concerning (building) units queues. We were debating whether it would be better to implement them in a Starcraft fashion (One queue per building) or just go one queue per type of unit. We decided to go with the latter since it would make the pace a bit faster considering this is an Action RTS.

As usual, this is built as a system so it would be a matter of checking a box to make it one queue per building and a matter of minutes to make a completely different build system (kill based, currency based, etc.)

Queues have different timers, disables when it is full, etc.Queues have different timers, disables when it is full, etc.

Up next, resource harvesters!


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💣 DESTRUCTION! Had only an hour or two today so I decided to setup a flexible attribute system (see bottom left when I ride the tank). I can now add any attributes
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Basic harvesting As I am getting ready to implement AI, I have to go against my rule of not focusing on gameplay code so my AI has something to do (and I have a task